Although the processing time for the calibration and layer construction steps is affected by the number of input views (i.e. angular resolution), the rendering time only depends on the spatial resolution and the number of layers. For example, the same rendering times is obtained for `Lego Knights' using either 5x5 or 17x17 input views. This is particularly advantageous when rendering images with a large aperture size that are traditionally obtained by averaging a large number of sub-aperture images with the Shift and Sum algorithm [1]}. Note that similarly to our method, the Fourier Slice refocusing algorithm [2]} first transforms the Light Field in an intermediate representation in order to perform fast refocusing. In that method the refocusing complexity does not depend on the number of input views. However, since the intermediate representation is the 4D Fourier transform of the Light Field, the memory requirement remains proportional to the number of views. Furthermore, it does not allow changing the aperture or the viewpoint.
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